This Deck sees its fair share of 1v1 and multiplayer games, and is running like a dream. I'll hunt down most cards that I could really use that won't set me back more than 30ish dollars. Let the suggestions flow.
Notes: I'm trying to find a Wasteland but apparently They dont exist in Northern Alabama. The same is true for Fetchlands. I'm gonna wait for the Enemy fetches so I can just kinda draft them, and Im hoping the Onslaught Fetches will drop in October before I hunt them down.
Not too bad for getting started... You seem really prone to control with that deck. Most of what im seeing is counter blow up... which is good unless someone gets to you first. You have a lot of expensive spells and not enough mana to support it. Its definately good like in the mid tiers like 2 or 3... With alittle work and more balance it can easily make it to tier 1. Hopefully during the growth you do alot of humbling and reflecting on your games so you can fine tune it to understand your decks strengths and weaknesses. Maybe youll get it to S Tier before you know it
I would work on your mana base first and foremost... You dont want to get a turn 4 Zur online. You want turn 3 maybe turn 2 but thats alittle fast for my tastes with Zur cause youll end up over extending. Zur doesnt need too much ramp but alittle more is just right. Another thing I see wrong is youre creature base... although you have versatile creatures with powerful abilities this is a Zur deck and having to spend all that mana to Play an Avatar of Woe? or a Reiver Demon? That leaves Zur wide open. Control would exploit you tapping out and deal with your answers. Lastly I would work on more enchantments, this is a Zur deck after all. I wouldnt fight against what your deck is designed to do... it will only hurt you in the long run. Zur doesnt blow stuff hes a wizard and hes crazy, arrogant and wants to control the board. Hope this helps
Not too bad for getting started... You seem really prone to control with that deck. Most of what im seeing is counter blow up... which is good unless someone gets to you first. You have a lot of expensive spells and not enough mana to support it. Its definately good like in the mid tiers like 2 or 3... With alittle work and more balance it can easily make it to tier 1. Hopefully during the growth you do alot of humbling and reflecting on your games so you can fine tune it to understand your decks strengths and weaknesses. Maybe youll get it to S Tier before you know it
I would work on your mana base first and foremost... You dont want to get a turn 4 Zur online. You want turn 3 maybe turn 2 but thats alittle fast for my tastes with Zur cause youll end up over extending. Zur doesnt need too much ramp but alittle more is just right. Another thing I see wrong is youre creature base... although you have versatile creatures with powerful abilities this is a Zur deck and having to spend all that mana to Play an Avatar of Woe? or a Reiver Demon? That leaves Zur wide open. Control would exploit you tapping out and deal with your answers. Lastly I would work on more enchantments, this is a Zur deck after all. I wouldnt fight against what your deck is designed to do... it will only hurt you in the long run. Zur doesnt blow stuff hes a wizard and hes crazy, arrogant and wants to control the board. Hope this helps
Definitely an awesome overview of the deck, considering everyhthing you've said is something I've ben having trouble with. I've been having trouble getting out early Zur, and Holding Demons in my hand for way too long. What other good ramp cards are there that you recommend?
+ Mana Vault & Mana Crypt
+ Guilded Lotus
+ Tolarian Academy
+ Serra's Sanctum
Even Lotus Blossom would seem pretty good in your case.
Also I would work on your mana base and make it more efficient, this does include spending money on better lands but you should start with assembling good lands anyway when you are just getting started. Nothing helps you learn like ensuring you can cast your spells lol.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
01 Zur the Enchanter
Creatures:
02 Reiver Demon
03 Avatar of Woe
04 Magister Sphinx
05 Arcanis the Omnipotent
06 Draining Whelk
07 Keiga, the Tide Star
08 Ertai, the Corrupted
09 Desolation Angel
10 Grand Arbiter Augustin IV
11 Shadowmage Infiltrator
Sorceries:
12 Decree of Pain
13 Planar Cleansing
14 Akroma's Vengeance
15 Austere Command
16 Promise of Power
17 Damnation
18 Wrath of God
19 Armageddon
20 demonic Tutor
21 Ponder
Instants:
22 Spelljack
23 Force of Will
24 Pact of Negation
25 Punish Ignorance
26 Cryptic Command
27 Last Word
28 Rewind
29 Fact or Fiction
30 Esper Charm
31 Dromar's Charm
32 Undermine
33 Absorb
34 Hinder
35 Capsize
36 Frantic Search
37 Counterspell
38 Overrule
39 Remand
40 Delay
41 Brainstorm
42 Path to Exile
43 Condemn
44 Swords to Plowshares
45 Necropotence
46 Phyrexian Arena
47 Story Circle
48 Prison Term
49 Empyrial Armor
50 Copy Enchantment
51 Seal of Doom
52 Steel of the Godhead
53 Battle Mastery
54 Oblivion Ring
55 Daybreak Coronet
56 Standstill
Artifacts:
57 Coalition Relic
58 Darksteel Ingot
59 Lightning Greaves
60 Mind Stone
61 Orzhov Signet
62 Dimir Signet
63 Azorious Signet
64 Sensei's Divining Top
65 Sol Ring
Lands:
66 Reflecting Pool
67 Forbidden Orchard
68 Tendo Ice Bridge
69 Gemstone Mine
70 City of Brass
71 Arcane Sanctum
72 Godless Shrine
73 Watery Grave
74 Hallowed Fountain
75 Fetid Heath
76 Sunken Ruins
77 Mystic Gate
78 Caves of Kolios
79 Underground River
80 Adakar Wastes
81 Orzhov Basilica
82 Dimir Aqueduct
83 Azorius Chancery
84 Flagstones of Trokair
85 Mistveil Plains
86 Plains
87 Minamo, School at Water's Edge
88 Tolaria West
89 Faerie Conclave
90 Island
91 Urborg, Tomb of Yawgmoth
92 Shizo, Death's Storehouse
93 Swamp
94 Reliquary Tower
95 Ancient Tomb
96 Gargoyle Castle
97 Strip Mine
98 Ghost Quarter
99 Esper Panorama
100 Teramorphic Expanse
Notes: I'm trying to find a Wasteland but apparently They dont exist in Northern Alabama. The same is true for Fetchlands. I'm gonna wait for the Enemy fetches so I can just kinda draft them, and Im hoping the Onslaught Fetches will drop in October before I hunt them down.
I would work on your mana base first and foremost... You dont want to get a turn 4 Zur online. You want turn 3 maybe turn 2 but thats alittle fast for my tastes with Zur cause youll end up over extending. Zur doesnt need too much ramp but alittle more is just right. Another thing I see wrong is youre creature base... although you have versatile creatures with powerful abilities this is a Zur deck and having to spend all that mana to Play an Avatar of Woe? or a Reiver Demon? That leaves Zur wide open. Control would exploit you tapping out and deal with your answers. Lastly I would work on more enchantments, this is a Zur deck after all. I wouldnt fight against what your deck is designed to do... it will only hurt you in the long run. Zur doesnt blow stuff hes a wizard and hes crazy, arrogant and wants to control the board. Hope this helps
Definitely an awesome overview of the deck, considering everyhthing you've said is something I've ben having trouble with. I've been having trouble getting out early Zur, and Holding Demons in my hand for way too long. What other good ramp cards are there that you recommend?
+ Guilded Lotus
+ Tolarian Academy
+ Serra's Sanctum
Even Lotus Blossom would seem pretty good in your case.
Also I would work on your mana base and make it more efficient, this does include spending money on better lands but you should start with assembling good lands anyway when you are just getting started. Nothing helps you learn like ensuring you can cast your spells lol.